Virtualize wxUIActionSimulator implementation

Extract platform-specific code in a wxUIActionSimulatorImpl-derived class
instead of keeping it in wxUIActionSimulator itself.

This will allow determining which implementation to use dynamically (i.e. at
run-time and not compile-time) to use later and already allows to get rid of
an __WXOSX__ #ifdef in common code.
This commit is contained in:
Vadim Zeitlin
2016-05-21 18:34:45 +02:00
parent e82c619402
commit cfc1681b4c
7 changed files with 280 additions and 50 deletions

View File

@@ -0,0 +1,44 @@
///////////////////////////////////////////////////////////////////////////////
// Name: wx/private/uiaction.h
// Purpose: wxUIActionSimulatorImpl declaration
// Author: Vadim Zeitlin
// Created: 2016-05-21
// Copyright: (c) 2016 Vadim Zeitlin <vadim@wxwidgets.org>
// Licence: wxWindows licence
///////////////////////////////////////////////////////////////////////////////
#ifndef _WX_PRIVATE_UIACTION_H_
#define _WX_PRIVATE_UIACTION_H_
// ----------------------------------------------------------------------------
// Platform-specific implementation of wxUIActionSimulator
// ----------------------------------------------------------------------------
class wxUIActionSimulatorImpl
{
public:
wxUIActionSimulatorImpl() { }
virtual ~wxUIActionSimulatorImpl() { }
// Low level mouse methods which must be implemented in the derived class.
virtual bool MouseMove(long x, long y) = 0;
virtual bool MouseDown(int button = wxMOUSE_BTN_LEFT) = 0;
virtual bool MouseUp(int button = wxMOUSE_BTN_LEFT) = 0;
// Higher level mouse methods which have default implementation in the base
// class but can be overridden if necessary.
virtual bool MouseClick(int button = wxMOUSE_BTN_LEFT);
virtual bool MouseDblClick(int button = wxMOUSE_BTN_LEFT);
virtual bool MouseDragDrop(long x1, long y1, long x2, long y2,
int button = wxMOUSE_BTN_LEFT);
// The low-level port-specific function which really generates the key
// presses. It should generate exactly one key event with the given
// parameters.
virtual bool DoKey(int keycode, int modifiers, bool isDown) = 0;
private:
wxDECLARE_NO_COPY_CLASS(wxUIActionSimulatorImpl);
};
#endif // _WX_PRIVATE_UIACTION_H_

View File

@@ -2,11 +2,10 @@
// Name: wx/uiaction.h
// Purpose: wxUIActionSimulator interface
// Author: Kevin Ollivier, Steven Lamerton, Vadim Zeitlin
// Modified by:
// Created: 2010-03-06
// Copyright: (c) Kevin Ollivier
// Copyright: (c) 2010 Kevin Ollivier
// (c) 2010 Steven Lamerton
// (c) 2010 Vadim Zeitlin
// (c) 2010-2016 Vadim Zeitlin
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
@@ -22,11 +21,8 @@
class WXDLLIMPEXP_CORE wxUIActionSimulator
{
public:
wxUIActionSimulator() { }
// Default dtor, copy ctor and assignment operator are ok (even though the
// last two don't make much sense for this class).
wxUIActionSimulator();
~wxUIActionSimulator();
// Mouse simulation
@@ -82,10 +78,12 @@ private:
void SimulateModifiers(int modifier, bool isDown);
// The low-level port-specific function which really generates the key
// presses. It should generate exactly one key event with the given
// parameters.
bool DoKey(int keycode, int modifiers, bool isDown);
// This pointer is allocated in the ctor and points to the
// platform-specific implementation.
class wxUIActionSimulatorImpl* const m_impl;
wxDECLARE_NO_COPY_CLASS(wxUIActionSimulator);
};
#endif // wxUSE_UIACTIONSIMULATOR

View File

@@ -2,11 +2,10 @@
// Name: src/common/uiactioncmn.cpp
// Purpose: wxUIActionSimulator common implementation
// Author: Kevin Ollivier, Steven Lamerton, Vadim Zeitlin
// Modified by:
// Created: 2010-03-06
// Copyright: (c) Kevin Ollivier
// Copyright: (c) 2010 Kevin Ollivier
// (c) 2010 Steven Lamerton
// (c) 2010 Vadim Zeitlin
// (c) 2010-2016 Vadim Zeitlin
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
@@ -24,8 +23,48 @@
#include "wx/listbox.h"
#endif // wxNO_RTTI
#include "wx/private/uiaction.h"
// ----------------------------------------------------------------------------
// Methods forwarded to wxUIActionSimulatorImpl
// ----------------------------------------------------------------------------
bool wxUIActionSimulator::MouseMove(long x, long y)
{
return m_impl->MouseMove(x, y);
}
bool wxUIActionSimulator::MouseDown(int button)
{
return m_impl->MouseDown(button);
}
bool wxUIActionSimulator::MouseUp(int button)
{
return m_impl->MouseUp(button);
}
bool wxUIActionSimulator::MouseClick(int button)
{
return m_impl->MouseClick(button);
}
bool wxUIActionSimulator::MouseDblClick(int button)
{
return m_impl->MouseDblClick(button);
}
bool wxUIActionSimulator::MouseDragDrop(long x1, long y1, long x2, long y2,
int button)
{
return m_impl->MouseDragDrop(x1, y1, x2, y2, button);
}
// ----------------------------------------------------------------------------
// Methods implemented in wxUIActionSimulatorImpl itself
// ----------------------------------------------------------------------------
bool wxUIActionSimulatorImpl::MouseClick(int button)
{
MouseDown(button);
MouseUp(button);
@@ -33,9 +72,7 @@ bool wxUIActionSimulator::MouseClick(int button)
return true;
}
#ifndef __WXOSX__
bool wxUIActionSimulator::MouseDblClick(int button)
bool wxUIActionSimulatorImpl::MouseDblClick(int button)
{
MouseDown(button);
MouseUp(button);
@@ -45,7 +82,7 @@ bool wxUIActionSimulator::MouseDblClick(int button)
return true;
}
bool wxUIActionSimulator::MouseDragDrop(long x1, long y1, long x2, long y2,
bool wxUIActionSimulatorImpl::MouseDragDrop(long x1, long y1, long x2, long y2,
int button)
{
MouseMove(x1, y1);
@@ -56,8 +93,6 @@ bool wxUIActionSimulator::MouseDragDrop(long x1, long y1, long x2, long y2,
return true;
}
#endif
bool
wxUIActionSimulator::Key(int keycode, int modifiers, bool isDown)
{
@@ -69,7 +104,7 @@ wxUIActionSimulator::Key(int keycode, int modifiers, bool isDown)
if ( isDown )
SimulateModifiers(modifiers, true);
bool rc = DoKey(keycode, modifiers, isDown);
bool rc = m_impl->DoKey(keycode, modifiers, isDown);
if ( !isDown )
SimulateModifiers(modifiers, false);
@@ -80,11 +115,11 @@ wxUIActionSimulator::Key(int keycode, int modifiers, bool isDown)
void wxUIActionSimulator::SimulateModifiers(int modifiers, bool isDown)
{
if ( modifiers & wxMOD_SHIFT )
DoKey(WXK_SHIFT, modifiers, isDown);
m_impl->DoKey(WXK_SHIFT, modifiers, isDown);
if ( modifiers & wxMOD_ALT )
DoKey(WXK_ALT, modifiers, isDown);
m_impl->DoKey(WXK_ALT, modifiers, isDown);
if ( modifiers & wxMOD_CONTROL )
DoKey(WXK_CONTROL, modifiers, isDown);
m_impl->DoKey(WXK_CONTROL, modifiers, isDown);
}
bool wxUIActionSimulator::Char(int keycode, int modifiers)

View File

@@ -19,6 +19,8 @@
#endif
#include "wx/uiaction.h"
#include "wx/private/uiaction.h"
#include "wx/msw/wrapwin.h"
#include "wx/msw/private/keyboard.h"
@@ -28,6 +30,31 @@
namespace
{
class wxUIActionSimulatorMSWImpl : public wxUIActionSimulatorImpl
{
public:
// Returns a pointer to the global simulator object: as it's stateless, we
// can reuse the same one without having to allocate it on the heap all the
// time.
static wxUIActionSimulatorMSWImpl* Get()
{
static wxUIActionSimulatorMSWImpl s_impl;
return &s_impl;
}
virtual bool MouseMove(long x, long y) wxOVERRIDE;
virtual bool MouseDown(int button = wxMOUSE_BTN_LEFT) wxOVERRIDE;
virtual bool MouseUp(int button = wxMOUSE_BTN_LEFT) wxOVERRIDE;
virtual bool DoKey(int keycode, int modifiers, bool isDown) wxOVERRIDE;
private:
// This class has no public ctors, use Get() instead.
wxUIActionSimulatorMSWImpl() { }
wxDECLARE_NO_COPY_CLASS(wxUIActionSimulatorMSWImpl);
};
DWORD EventTypeForMouseButton(int button, bool isDown)
{
switch (button)
@@ -49,7 +76,7 @@ DWORD EventTypeForMouseButton(int button, bool isDown)
} // anonymous namespace
bool wxUIActionSimulator::MouseDown(int button)
bool wxUIActionSimulatorMSWImpl::MouseDown(int button)
{
POINT p;
wxGetCursorPosMSW(&p);
@@ -57,7 +84,7 @@ bool wxUIActionSimulator::MouseDown(int button)
return true;
}
bool wxUIActionSimulator::MouseMove(long x, long y)
bool wxUIActionSimulatorMSWImpl::MouseMove(long x, long y)
{
// Because MOUSEEVENTF_ABSOLUTE takes measurements scaled between 0 & 65535
// we need to scale our input too
@@ -73,7 +100,7 @@ bool wxUIActionSimulator::MouseMove(long x, long y)
return true;
}
bool wxUIActionSimulator::MouseUp(int button)
bool wxUIActionSimulatorMSWImpl::MouseUp(int button)
{
POINT p;
wxGetCursorPosMSW(&p);
@@ -82,7 +109,7 @@ bool wxUIActionSimulator::MouseUp(int button)
}
bool
wxUIActionSimulator::DoKey(int keycode, int WXUNUSED(modifiers), bool isDown)
wxUIActionSimulatorMSWImpl::DoKey(int keycode, int WXUNUSED(modifiers), bool isDown)
{
bool isExtended;
DWORD vkkeycode = wxMSWKeyboard::WXToVK(keycode, &isExtended);
@@ -98,4 +125,15 @@ wxUIActionSimulator::DoKey(int keycode, int WXUNUSED(modifiers), bool isDown)
return true;
}
wxUIActionSimulator::wxUIActionSimulator()
: m_impl(wxUIActionSimulatorMSWImpl::Get())
{
}
wxUIActionSimulator::~wxUIActionSimulator()
{
// We can use a static wxUIActionSimulatorMSWImpl object because it's
// stateless, so no need to delete it.
}
#endif // wxUSE_UIACTIONSIMULATOR

View File

@@ -1,6 +1,6 @@
/////////////////////////////////////////////////////////////////////////////
// Name: src/osx/uiaction_osx.cpp
// Purpose: wxUIActionSimulator implementation
// Purpose: wxUIActionSimulatorOSXImpl implementation
// Author: Kevin Ollivier, Steven Lamerton, Vadim Zeitlin
// Modified by:
// Created: 2010-03-06
@@ -19,6 +19,7 @@
#if wxUSE_UIACTIONSIMULATOR
#include "wx/uiaction.h"
#include "wx/private/uiaction.h"
#include "wx/log.h"
@@ -111,9 +112,38 @@ CGPoint GetMousePosition()
return pos;
}
class wxUIActionSimulatorOSXImpl : public wxUIActionSimulatorImpl
{
public:
// Returns a pointer to the global simulator object: as it's stateless, we
// can reuse the same one without having to allocate it on the heap all the
// time.
static wxUIActionSimulatorOSXImpl* Get()
{
static wxUIActionSimulatorOSXImpl s_impl;
return &s_impl;
}
virtual bool MouseMove(long x, long y) wxOVERRIDE;
virtual bool MouseDown(int button = wxMOUSE_BTN_LEFT) wxOVERRIDE;
virtual bool MouseUp(int button = wxMOUSE_BTN_LEFT) wxOVERRIDE;
virtual bool MouseDblClick(int button = wxMOUSE_BTN_LEFT) wxOVERRIDE;
virtual bool MouseDragDrop(long x1, long y1, long x2, long y2,
int button = wxMOUSE_BTN_LEFT) wxOVERRIDE;
virtual bool DoKey(int keycode, int modifiers, bool isDown) wxOVERRIDE;
private:
// This class has no public ctors, use Get() instead.
wxUIActionSimulatorOSXImpl() { }
wxDECLARE_NO_COPY_CLASS(wxUIActionSimulatorOSXImpl);
};
} // anonymous namespace
bool wxUIActionSimulator::MouseDown(int button)
bool wxUIActionSimulatorOSXImpl::MouseDown(int button)
{
CGEventType type = CGEventTypeForMouseButton(button, true);
wxCFRef<CGEventRef> event(
@@ -131,7 +161,7 @@ bool wxUIActionSimulator::MouseDown(int button)
return true;
}
bool wxUIActionSimulator::MouseMove(long x, long y)
bool wxUIActionSimulatorOSXImpl::MouseMove(long x, long y)
{
CGPoint pos;
pos.x = x;
@@ -154,7 +184,7 @@ bool wxUIActionSimulator::MouseMove(long x, long y)
return true;
}
bool wxUIActionSimulator::MouseUp(int button)
bool wxUIActionSimulatorOSXImpl::MouseUp(int button)
{
CGEventType type = CGEventTypeForMouseButton(button, false);
wxCFRef<CGEventRef> event(
@@ -172,7 +202,7 @@ bool wxUIActionSimulator::MouseUp(int button)
return true;
}
bool wxUIActionSimulator::MouseDblClick(int button)
bool wxUIActionSimulatorOSXImpl::MouseDblClick(int button)
{
CGEventType downtype = CGEventTypeForMouseButton(button, true);
CGEventType uptype = CGEventTypeForMouseButton(button, false);
@@ -201,7 +231,7 @@ bool wxUIActionSimulator::MouseDblClick(int button)
return true;
}
bool wxUIActionSimulator::MouseDragDrop(long x1, long y1, long x2, long y2,
bool wxUIActionSimulatorOSXImpl::MouseDragDrop(long x1, long y1, long x2, long y2,
int button)
{
CGPoint pos1,pos2;
@@ -241,7 +271,7 @@ bool wxUIActionSimulator::MouseDragDrop(long x1, long y1, long x2, long y2,
}
bool
wxUIActionSimulator::DoKey(int keycode, int WXUNUSED(modifiers), bool isDown)
wxUIActionSimulatorOSXImpl::DoKey(int keycode, int WXUNUSED(modifiers), bool isDown)
{
CGKeyCode cgcode = wxCharCodeWXToOSX((wxKeyCode)keycode);
@@ -258,5 +288,15 @@ wxUIActionSimulator::DoKey(int keycode, int WXUNUSED(modifiers), bool isDown)
return true;
}
#endif // wxUSE_UIACTIONSIMULATOR
wxUIActionSimulator::wxUIActionSimulator()
: m_impl(wxUIActionSimulatorOSXImpl::Get())
{
}
wxUIActionSimulator::~wxUIActionSimulator()
{
// We can use a static wxUIActionSimulatorOSXImpl object because it's
// stateless, so no need to delete it.
}
#endif // wxUSE_UIACTIONSIMULATOR

View File

@@ -12,13 +12,15 @@
#pragma hdrstop
#endif
#include "wx/uiaction.h"
#include "wx/private/uiaction.h"
#include <QtTest/QtTestGui>
#include <QApplication>
#include <QWidget>
#include "wx/qt/defs.h"
#include "wx/qt/private/utils.h"
#include "wx/uiaction.h"
#include "wx/qt/private/converter.h"
@@ -37,6 +39,31 @@ inline QWindow* argForEvents(QWidget* w) { return w->windowHandle(); }
inline QWidget* argForEvents(QWidget* w) { return w; }
#endif
class wxUIActionSimulatorQtImpl : public wxUIActionSimulatorImpl
{
public:
// Returns a pointer to the global simulator object: as it's stateless, we
// can reuse the same one without having to allocate it on the heap all the
// time.
static wxUIActionSimulatorQtImpl* Get()
{
static wxUIActionSimulatorQtImpl s_impl;
return &s_impl;
}
virtual bool MouseMove(long x, long y) wxOVERRIDE;
virtual bool MouseDown(int button = wxMOUSE_BTN_LEFT) wxOVERRIDE;
virtual bool MouseUp(int button = wxMOUSE_BTN_LEFT) wxOVERRIDE;
virtual bool DoKey(int keycode, int modifiers, bool isDown) wxOVERRIDE;
private:
// This class has no public ctors, use Get() instead.
wxUIActionSimulatorQtImpl() { }
wxDECLARE_NO_COPY_CLASS(wxUIActionSimulatorQtImpl);
};
static MouseButton ConvertMouseButton( int button )
{
MouseButton qtButton;
@@ -95,24 +122,24 @@ static bool SimulateKeyboardKey( KeyAction keyAction, Key key )
return widget != NULL;
}
bool wxUIActionSimulator::MouseDown( int button )
bool wxUIActionSimulatorQtImpl::MouseDown( int button )
{
return SimulateMouseButton( MousePress, ConvertMouseButton( button ));
}
bool wxUIActionSimulator::MouseUp(int button)
bool wxUIActionSimulatorQtImpl::MouseUp(int button)
{
return SimulateMouseButton( MouseRelease, ConvertMouseButton( button ));
}
bool wxUIActionSimulator::MouseMove(long x, long y)
bool wxUIActionSimulatorQtImpl::MouseMove(long x, long y)
{
QCursor::setPos( x, y );
return true;
}
bool wxUIActionSimulator::DoKey(int keyCode, int modifiers, bool isDown)
bool wxUIActionSimulatorQtImpl::DoKey(int keyCode, int modifiers, bool isDown)
{
Qt::KeyboardModifiers qtmodifiers;
enum Key key;
@@ -124,5 +151,16 @@ bool wxUIActionSimulator::DoKey(int keyCode, int modifiers, bool isDown)
return SimulateKeyboardKey( keyAction, key );
}
#endif // wxUSE_UIACTIONSIMULATOR
wxUIActionSimulator::wxUIActionSimulator()
: m_impl(wxUIActionSimulatorQtImpl::Get())
{
}
wxUIActionSimulator::~wxUIActionSimulator()
{
// We can use a static wxUIActionSimulatorQtImpl object because it's
// stateless, so no need to delete it.
}
#endif // wxUSE_UIACTIONSIMULATOR

View File

@@ -2,11 +2,10 @@
// Name: src/unix/uiactionx11.cpp
// Purpose: wxUIActionSimulator implementation
// Author: Kevin Ollivier, Steven Lamerton, Vadim Zeitlin
// Modified by:
// Created: 2010-03-06
// Copyright: (c) Kevin Ollivier
// Copyright: (c) 2010 Kevin Ollivier
// (c) 2010 Steven Lamerton
// (c) 2010 Vadim Zeitlin
// (c) 2010-2016 Vadim Zeitlin
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
@@ -18,6 +17,8 @@
#include "wx/event.h"
#include "wx/evtloop.h"
#include "wx/private/uiaction.h"
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#if wxUSE_XTEST
@@ -29,6 +30,31 @@
namespace
{
class wxUIActionSimulatorX11Impl : public wxUIActionSimulatorImpl
{
public:
// Returns a pointer to the global simulator object: as it's stateless, we
// can reuse the same one without having to allocate it on the heap all the
// time.
static wxUIActionSimulatorX11Impl* Get()
{
static wxUIActionSimulatorX11Impl s_impl;
return &s_impl;
}
virtual bool MouseMove(long x, long y) wxOVERRIDE;
virtual bool MouseDown(int button = wxMOUSE_BTN_LEFT) wxOVERRIDE;
virtual bool MouseUp(int button = wxMOUSE_BTN_LEFT) wxOVERRIDE;
virtual bool DoKey(int keycode, int modifiers, bool isDown) wxOVERRIDE;
private:
// This class has no public ctors, use Get() instead.
wxUIActionSimulatorX11Impl() { }
wxDECLARE_NO_COPY_CLASS(wxUIActionSimulatorX11Impl);
};
void SendButtonEvent(int button, bool isDown)
{
int xbutton;
@@ -83,13 +109,13 @@ void SendButtonEvent(int button, bool isDown)
} // anonymous namespace
bool wxUIActionSimulator::MouseDown(int button)
bool wxUIActionSimulatorX11Impl::MouseDown(int button)
{
SendButtonEvent(button, true);
return true;
}
bool wxUIActionSimulator::MouseMove(long x, long y)
bool wxUIActionSimulatorX11Impl::MouseMove(long x, long y)
{
wxX11Display display;
wxASSERT_MSG(display, "No display available!");
@@ -114,13 +140,13 @@ bool wxUIActionSimulator::MouseMove(long x, long y)
return true;
}
bool wxUIActionSimulator::MouseUp(int button)
bool wxUIActionSimulatorX11Impl::MouseUp(int button)
{
SendButtonEvent(button, false);
return true;
}
bool wxUIActionSimulator::DoKey(int keycode, int modifiers, bool isDown)
bool wxUIActionSimulatorX11Impl::DoKey(int keycode, int modifiers, bool isDown)
{
wxX11Display display;
wxCHECK_MSG(display, false, "No display available!");
@@ -188,4 +214,15 @@ bool wxUIActionSimulator::DoKey(int keycode, int modifiers, bool isDown)
#endif // !wxUSE_XTEST
}
wxUIActionSimulator::wxUIActionSimulator()
: m_impl(wxUIActionSimulatorX11Impl::Get())
{
}
wxUIActionSimulator::~wxUIActionSimulator()
{
// We can use a static wxUIActionSimulatorX11Impl object because it's
// stateless, so no need to delete it.
}
#endif // wxUSE_UIACTIONSIMULATOR